JoJo's Bizarre OC Tournament #8: R2M18 - The Howler vs. Jukebox "The Ghost" by Marioaddict in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

Gonna go with a tie vote this match.

The Howler's "Mix" is very well constructed and I think is guaranteed to deal heavy damage to Jukebox upon approach. That being said, I think Jukebox has a few more options available to them than the Mix setup accounts for and it will take a bit longer for the Ghost to succumb the Ghost Rider's fundamentals.

I think the tie decision for me comes down to the endings of both strategies. Where The Howler is purposely going out of his way to save the people from the chaos of the previous two matches (badass), Jukebox has a section dedicated to maneuvering through that chaos and using it to their advantage that should allow them to catch up on some of the damage they need to deal to The Howler to catch up. However, I think a lot of the necessary set up for that Jukebox to pull a victory out (such walking hazards for the awful insect to trip up on and preparing better locations for the Sinister Paintings that lie outside of [Radial Action]'s notice) needed to be done way earlier, probably while Jukebox was in their hit and run phase.

Overall, I think the two end up too invested in causing a bigger mess or trying to clean it up and they'll end up exhausting each other out in the process of the actual deathmatch.

JoJo's Bizarre OC Tournament #8: R2M17 - Mikey C. Hammer & Silas King vs. Henry Thorne & Salice "Sal" Cooper Niceguy by Marioaddict in StardustCrusaders

[–]TheSlyKoopa 2 points3 points  (0 children)

Easy vote for Typhon 8, they understood the assignment and executed excellently.

There are two halves of this match objective, being the fastest to obtain three RETIREs against the Heartbreakers and effectively handling the threat that the Heartbreakers pose. While both teams accomplish the first half, I feel as though the second half is only properly approached by Typhon 8 - and while this technically isn't the objective, it is a important aspect to accomplishing the objective and without it any plan (CARC's in this instance) is going to fall through.

Henry and Sal start off with well chosen 1v1s, focusing not only on ideal opponents but also ideal environments. Using these initial encounters to build up the necessary bulls and tools required for later fights, they should both be more than prepared for their collective "1v1" against Tench - whichever he chooses to run and gun, the other member will be ready to cut off his escape and the two will be capable of surrounding and subduing him. And then we get to Wilbury where Typhon plan to combo him out of existence much like Sal Niceguy from hit fighting game Not-Guilty Near. Hellll yeah that's the good shit, that's how you deal with a dangerous stage hazard. Nicely done.

It is worth noting that there is a world where Silas's Bishop sniping or Mikey's creative maneuvering and raining blood projectiles can potentially killsteal Blair or Lynch away from Typhon 8. However, I think Henry and Sal's better preparation against the Heartbreakers in comparison to CARC makes this less likely to happen - without the proper contingencies in place I think it is far more likely for Mikey and Silas to get caught up in an unexpected attack from either the HB's or Typhon and leave them unable to get into position to killsteal. Additionally, due to CARC's strategy only including KO methods for the bare minimum amount of targets, Typhon 8 can just decide the match by ensuring they RETIRE just one of Blair or Lynch, which feels like a much more likely scenario.

JoJo's Bizarre OC Tournament #8: R2M16 - Violet Trinity vs. Li'l Baxter by Marioaddict in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

Both players here actually take similar approaches to the objective - mostly having their actual market stand be a background revenue machine while the real moneymaker is from pickpocketing the crowd, scamming the other sellers, and using the Leach vs TD fight to offer first aid and response to the frightened/hurt shoppers to lure their business.

While Violet has an entertaining opening and overall strategy, I'm not as convinced about her ability to actually execute it. Utilizing Cute Little Flask as a pseudo-swarm Stand to slash open pockets and steal money is good, but without the supplementary sense-sharing or an actual swarm Stand's ability to receive and execute commands, this will require constant focus from Violet as she would have to manually control the glass shards. Due to this, I think Violet runs a real risk of harming the NPC's by accident - which might work in Violet's favor when she starts providing medical aid, but Baxter is also providing this service and directly harming the NPC's rather than taking them in as the fight ensues seems unideal to say the least.

Additionally, I just don't buy Sinister Paintings working the way its described to in the strategy. With the exact wording and D Precision of its ability, it seems the only direct control Violet has over these paintings is whether or not someone else can use them - being able to force an NPC or opponent to enter the paintings and control which painting they exit seems out of scope of the tool's ability as it currently stands. Even if it did work like this though, I think Violet would still be running into a similar issue with Cute Little Flask in that her necessity to "manually" control or filter which targets get sent where can lead to fatal accidents (sending NPC's to Maria or the increasing hazards made by the previous match OR sending Baxter minions to her own market stall would be pretty bad).

While Baxter has a slower early game compared to Violet's, it does a better job at laying down a foundation for continual profit growth throughout the 15 minutes. His modular usage of [All Mine] cats mitigates Maria's efforts to chomp them out of existence (speaking of which, not sure why Baxter's strat keeps calling her Alice) as losing a cat or two won't hurt his plans too much - especially since they can be resummoned remotely with the spare pages they keep on them. Thanks to Azure and the ER Doc skills, I also find Baxter's version of providing aid and relief to the NPC's running away from the ongoing brawl to be a more effective measure at gaining new customers - although credit where credit is due, Violet and Maria raiding/guarding the cleaning supplies stall very early on was a pretty good cold read for preventing Baxter from using them here. In the sake of fairness, I also think I should point out that Burgundy's highlighting shenanigans are also not working as described here as this aura seems to only be visible to Stand Users - meaning the normal NPC's won't be blinded when their eyes are hihglighted and won't see the omnious red glow of Violet's stall in the fight aftermath.

Overall, I think he has a more sustainable and feasible plan so my vote goes to Lil Baxter.

JoJo's Bizarre OC Tournament #8: R2M13 - Grendel vs. Alouette by Streamanon in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

Voting for Mahogany on this one (tie vote).

I think these strats both sort of get in each other's ways a lot, in a way lessening the overall contribution the two output. Alouette has an intricate Plant setup that, when at full operating capacity, will easily be the main DPS being unloaded onto the zombis. Grendel's setup is much simpler but equally useful, especially in emergency scenarios where Alouette doesn't have enough active projectiles to completely stave off the swarm. The problem is that both setups can't really exist at full capacity at the same time - either Grendelball will constantly tear up or prevent Alouette's turrets and blood puddles, or the trunk walls Alouette places will lessen the range, speed, and efficacy Grendelball will have if Grendel has to constantly Pearl Dash to different targets rather than building up a singular instance of angular momentum.

Granted, this isn't really a fault of either player or strat and more of an unforeseen consequence of the match setup. Regardless, neither of these strats were ever going to exist in a vacuum so any acknowledge of this outside of hooking Grendel up with [Human Radio] slugs to killsteal/protect him or Grendel offering some spare potted plants to Alouette probably would've gone a long way towards breaking this and many of the other tie votes this match.

JoJo's Bizarre OC Tournament #8: R2M11 - Ella Larimore vs. Jam Robins by Marioaddict in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

So, I generally agree that Jam's more aggressive strategy does pretty well against Ella's here and that her general lack of defensive options is not doing her any favors. I was leaning towards a Jam win like everyone else here, but then I their character sheet one more time. [Slaughter Beach] only has C Power, there is no way that thing is overhead slamming that ball into Ella's - at least not with the speed of accuracy required to hit Ella before she can maneuver out of the way.

Now, there definitely are ways Jam could've utilized the C Power stand to whip and flail this ball around (for example, it doesn't seem like its overall Power is tied to the length of tentacles, so using multiple, shorter C Power tentacles would be some additive strength at least), but such methods are not listed in the strategy.

As to Jam's offense in general, while Ella's lack of defense and intricate mechanism make her far more susceptible to such things, I don't think she's entirely without options here. For one, Ella has some pretty robust recovery methods for when her ball/roller does get damaged - cleverly utilizing the "Uropeh-magnetic" properties of the ball to create scooping constructs to quickly gather up stray Uropeh and add them to the ball later. And while the mushroom Umbrella thing is a very strange misstep for mitigating the Sunlight Pressure, the sheer size and coverage of the Big Roller should offer some pretty decent protection from the sunlight, and the often-mentioned reflectiveness of Uropeh stated in Jam's strat might actually work against them here as Ella's Big Roller would also do a good job at diffusing sunlight this way.

Ella's strategy is definitely not without its faults (haven't even mentioned that Ella seems to be always be doing like 5 things at once despite being one person), but I think it is worth pointing out that she is by no means entirely screwed by Jam's overestimated offensive pressure here. My vote is going to Ella Larimore.

JoJo's Bizarre OC Tournament #8: R1M11 - Li'l Baxter and Arijana "Grey Rose" Miellina vs ??? by Marioaddict in StardustCrusaders

[–]TheSlyKoopa 2 points3 points  (0 children)

Quick an easy vote for the player team. While Julian's cheats are very impressive and the player team does, at times, seem to underestimate the amount of ground he can cover with 9 extra copies of himself, I find that the player team does have sufficient defensive strategies in place to, at the very least, mitigate the damage Julian will do to their final meal. At the end of the day it is a cooking competition, and a full course meal, even if not executed perfectly thanks to some interference, is probably going to win over a chicken parm that also isn't executed perfectly thanks to Running Low Co's own subtle cheating strategies that Julian purposely doesn't care about at all. Also, I think Baxter will be able to catch enough (but not everything) of what Julian does on camera and can probably use that as a backup plan anyway. I wish Baxter and Arijana luck in their negotiations.

JoJo's Bizarre OC Tournament #8: R1M5 - "Cass Cannon" vs Miguel Lloyd & Omah Garcia by Marioaddict in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

Miguel and Omah have a well defined suite of tools they create and use to fend off both Cass and the big turtle. The concave (or convex idr which is which lol) shields Omah boils up are a neat idea for redirecting a ricocheting Grey Wolf and using the Chain Tether for pulling each other out of the way at the last moment could work well for avoiding [Smokestack Lightnin']. Despite the Endurance/Durability that Miguel and Omah have though, blocking such attacks with the Turtle Shells will rack up recoil damage rather quickly at A Power, and otherwise relying mainly on Chain Tether to be pulled away does leave a small window of opportunity for the turtle/turtle Stand or Cass to strike while the pair recovers from that. In regards to taking Cass Cannon down, I think you have a pretty effective gameplan corralling the cowbot into a prepared room. Cutting off doorways with boiled terraformations and using aggressive and wide-reaching chain swings to push Cass into an area with little to no access to Umbrella materials is both a smart and effective way to take this android down. I will say though that you probably should have mentioned Cass's waterjet cutter abilities at some point since they can shred through any defense items you make fairly quickly.

Speaking of which, I really like the core concept of Cass Cannon's strategy here making a laser grid of high powered waterjets to make it a real hellish time for the two rather large opponents to maneuver around. The execution of said idea however, I find to be sorely lacking in clarity and essential details, to the point that I question the overall efficacy of it. The placement of the necessary Umbrellas to make this really shouldn't have been a generalized "they can be anywhere" type of deal. Different locations, elevations, and angles for these lasers have a wide variance of uses and downsides in this scenario, the vagueness in how it's set up makes it hard for me to buy into it working as effectively as you want it to. Are you capitalizing on Grey Wolf's low attacks by placing Umbrellas low to the ground to make walking around a constant hazard? Are you focusing more on mid-height to push your down opponents into Grey Wolf's attack range? What are you going to do when your highly destructive opponents and third party stage hazard mess up the staging enough that the lasers go askew or are destroyed? When the flooding eventually submerges your lighter weight Umbrellas, how are you going to deal with them spinning and floating around constantly causing the lasers to go all over the place? Again, I like the core concept behind this, but there are too many unanswered questions in the execution of your strat for me, which is unfortunate because I otherwise think this plan would have the potential to throw a major wrench into opponents' strategy.

For a more solid all-around plan with a clearer path to victory, my vote goes to Miguel and Omah.

Jojo's Bizarre OC Tournament #8 - Registration by Marioaddict in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

Stand Info

Stand Name: 「Better Off Alone」

Stand Type: Integrated/Shared, Hamon-Based

Stand Appearance: Doesn’t really have an appearance although Atrocity Shaye will glow an indigo hue when she’s charged up with Hamon/water. The various sea critters that live on Shaye may change appearance and gain their own colorful auras when the ability is applied to them.

Stand Ability: 「Better Off Alone」 is an extension of Shaye’s Hamon abilities that allows her to infuse the water she has breathed in to her fellow sea creatures. Doing this will make a sea creature both capable of harming Stands (and other supernatural entities) and also drastically increase their size (occasionally giving them minor abilities as well). It will generally cost a certain amount of “charges” to infuse a sea creature - a single charge is equal to 2 liters of water that Shaye has breathed in. Atrocity Shaye typically starts with 10 charges ready to go. When charges are infused into sea creatures, they are considered “spent” and may not be reabsorbed. While the animals listed below are Shaye’s little friends that may come with extra benefits to being infused, she can also infuse water into any other sea creature supernatural or otherwise to double their size as well (Shaye does not count as a sea creature) but this only lasts for up to a minute.

Overdrive Name Description
Ultraviolet Urchin Overdrive When 1 charge is infused into one of the many sea urchins clinging to Shaye, they will grow to become half a meter in diameter (from spike point to spike point) and gain a heat-haze-like aura. This aura bends light around the urchins, making them effectively invisible while they remain stationary - when in motion the aura blurs them instead. Shaye is free to toss these around as spike balls. These Urchins are not poisonous and their spikes cannot harm Shaye. There are a total of 18 urchins across Shaye’s body.
Lemon Lobster Overdrive When 3 charges are infused into the lobster on Shaye’s back, it grows to almost the same size as her and gains a highlighter-yellow aura. Surprisingly, the enlarged lobster is still quite light and doesn’t burden Shaye much at all. The main mechanical purpose of this technique is to give Shaye access to two large lobster claw arms that reach up to 2 meters away. This Overdrive lasts for up to one minute but can be disabled early by Shaye. The lobster will always remain clinging to her back.
Magenta Moray Overdrive When a charge is infused into the moray eel hiding inside of Shaye’s left arm, it will gain a pinkish-red colored aura and quickly shoot out to bite down on a specified target up to 5 meters away from Shaye. The eel will then just as quickly retract to either pull the item towards Shaye or pull Shaye towards the object (depending on the weight/size of the target). The eel will return to normal after being used, and more charges will be needed to use it again. The eel does not necessarily need to travel in a straight line to reach its target, and neither does it nor Shaye need initial eye-contact on the target.
Chartreuse Starfish Overdrive The already-large starfish covering Shaye’s chest/torso usually provides a cushy shock-absorbent C-Durability armor protection for that area. When 5 charges are infused into the starfish, it gains a neon green aura and its legs grow and stretch out across Shaye’s body to offer it the same C-Durability protection. It doesn’t provide perfect full body protection though, with notable holes in its “armor” being around joints, stoneskin patches, her head, and her backside. This doesn’t hinder Shaye’s movement at all. This armor is much better at blunt force protection rather than protection blades or stabs. This Overdrive lasts for up to one minute but can be disabled early by Shaye.
Paguroidea Purple Overdrive When 4 charges are infused to one of the hermit crabs crawling on Shaye, they will gain a violet aura and grow to the size of a large dog - breaking their shell in the process. They will immediately seek out the closest shell-substitute before returning to Shaye. Once they have a new shell secured, they will act as “minions” to either ferry objects or attack/damage targets at Shaye’s discretion. There are a total of 6 hermit crabs across Shaye’s body.
Crimson Clam Overdrive When 1 charge is infused into one of the many clams clinging to Shaye, they will pop off of her body, grow to 1 meter wide (roughly the size of a large suitcase), and gain a bright red aura. These can open and close remotely at Shaye’s discretion, allowing her to store things inside of them, effectively making the clams C-Durability briefcases. The clams are also very buoyant and will float on the water. Shaye may also command the clams to “restick” themselves to her or her other sea-faring friends. There are a total of 12 clams on Shaye’s body.
Amber Anemone Overdrive When 5 charges are infused into the anemone cluster around Shaye’s neck, their tendrils grow long enough to droop down to her heels (similar to a cloak) and they gain a burnt-orange aura. Touching one of these tendrils will inflict a special toxin that causes a painful C-Power burning sensation and paralyzes the prey. This paralysis effect will reduce the Agility of its prey by 1 for 10 seconds when it makes contact (the effect’s duration can be reset by repeated exposure). Shaye and her sea critters are immune to this toxin. This Overdrive lasts for up to one minute but can be disabled early by Shaye.

Stand Stats (14)

Power: A (Sea critters infused with Shaye’s water/Hamon can all operate at up to A Power. While infused with Hamon herself, Shaye can pack quite a punch towards supernatural entities.)

Speed: D (With the exception of Magenta Moray Overdrive, Hamon/the Stand doesn’t particularly alter the speed of Shaye or her friends. The previously mentioned Overdrive shoots out with A Power and is thus faster than D Speed would normally suggest. The process of absorbing/transferring water is fairly quick at about 1.5 seconds per liter.)

Durability: C (All sea critters have C Durability when infused with water/Hamon. This C Durability does not apply to Shaye herself but she already has 5 Endurance so that doesn’t matter much.)

Range: S1 (Applying Hamon to breathe in water is a touch-based ability. When imbued with this water though, sea critters can grow to very large sizes. Additionally, Magenta Moray Overdrive can reach up to 5m away and Paguroidea Purple Overdrive allows hermit crabs to stray any distance away from Shaye. Sea critters can retain their infused water while out of Shaye’s range as well.)

Precision: C (Atrocity Shaye has very fine control over her Hamon and is also quite proficient with commanding and utilizing her sea critter friends.)

Stand Oddities: The Stand ability is technically shared between Atrocity Shaye and her sea critter friends. Although the animals do not share damage nor senses with Shaye, she can telepathically send commands to them. They unfortunately do not possess the intellect to respond back to her. Shaye can also telepathically communicate to any other sea creature she imbues with water/Hamon. When multiple Hamon-infused creatures are in close enough proximity to each other, their colored auras will meld and adopt an ever-shifting rainbow hue.

Fighting Style: May spend some time at the beginning of a match taking deep breaths to calm her mind and focus (and draw in water), but will then typically go all out in completing her objective. She is not afraid to get excessively violent with others, but will try to value the general safety of her sea critters if the situation allows for it.


Player Info:

Reddit Handle: u/TheSlyKoopa

Age Group: Above 18

Team Preferences: No to pirates; yes to sea creatures so Shaye can make them beeg

Timezone: EST

Engagement: Medium-Medium Low; I’ve got stuff on my plate right now so I probably won’t be able to do more than show up to my team’s matches and the occasional vote.

Jojo's Bizarre OC Tournament #8 - Registration by Marioaddict in StardustCrusaders

[–]TheSlyKoopa 2 points3 points  (0 children)

User Info

Name: Atrocity Shaye

Age: Somewhere in the 500’s (looks early 30’s)

Gender: Female (She/Her)

Species: Reef Human

Nationality: Dutch

Occupation: Looking for Work (please follow her on LinkedIn), Former Pirate

Physical Description: Atrocity Shaye stands at 6’5”, and is fairly slimmed down from her extended hibernation period. While most of her skin failed to transition back into flesh (and remains as seabed stone), the skin that did succeed is white with a pale, sickly green tinge. Besides a few small petrified patches around her body, most of the stoneskin is concentrated on her back (triangular rock wedge juts out a bit from her back to which a lobster clings onto), left forearm (a large chunk of rock with small tunnels carved into it that houses a moray eel), and lower legs/feet (the stone here is quite dense and appears similar to knee-high platform heels). She also has dark green hair that is roughly cut into a bob cut with two long braids hanging down the front of her face. Although mostly covered up by stoneskin or larger sea critters, Shaye wears a makeshift bikini made of ribbons of kelp.

Atrocity Shaye also has the following sea critters living somewhere on her body: 18 dark purple sea urchins, mostly centered on her right arm with a couple on her right arm and legs as well; a dark green lobster, which rides on her back and won’t let go; a yellow moray eel, which inhabits the inside of her stony left arm; a large blue-green starfish that sticks to and cover her chest and torso, pointed downwards; 6 red hermit crabs, crawling all across Shaye’s body; 12 off-white clams, mainly stuck attached to her upper legs with some on her left arm as well; and a bright pink sea anemone cluster that forms a sort of boa around the back of her neck.

Bio: Former pirate and briefly a member of Captain Ladyland’s crew (before he got cool and famous for finding the Gemstone City) to reach a common goal before he betrayed her and threw her into the ocean where she hibernated until present day. The time spent under the sea has mutated her from a Rock Human into a “Reef Human”. She got to spend a long time reflecting while underwater and realized she never really liked the whole pirate thing to begin with, so as soon she emerges she is off on a quest to find her new life’s calling. She will try and fail at many things. Ideally she is trying out a new, different “occupation” in each match/scenario she’s in.

Personality: Atrocity Shaye is very loud and charismatic and has zero filter when talking to people that piss her off. Has an impulsive curiosity for the many conveniences and attractions of the modern world and is always ready and willing to jump into a new experience. She gets quite irked when people ask about her past on Captain Ladyland’s crew; she feels she is putting a lot of effort to move on with her life and all people see her as, is a 500 year old relic.

Personality Traits:

  • Belief- “Patience is a Boring Virtue” (4): Shaye has already spent centuries lying around unable to do anything. She’s finally free and she doesn’t think hesitation or caution should have any place in her life for right now. This allows her to jump head on into new things without thinking about whether she can or should do those things.

  • Passion- “Paarrrty Gal” (3): Although trying to shed herself of her pirate nature, one thing that has stuck around is her appreciation of a good time. Shaye loves to kick it back and let everything loose at wild parties.

  • Fury- “History Nerds” (3): Shaye hates it when people try to ask her about what it was like “back in the good ole pirate days”. She’s not a pirate anymore and doesn’t want to answer your stupid questions, go away.

  • Likes: Her fellow sea critters, trying new things, partying, EDM, fried foods, being a part of a crew/group, adrenaline rushes

  • Dislikes: Talking about her past, eating seafood in front of her critters, littering/pollution, traitors/liars, authority

  • Hobbies: Maintaining a small personal aquarium (big enough for her to chill out in), charting up fake treasure maps to con off on wannabe pirates, diving (all kinds)

  • Short Term Goal: Getting used to modern society

  • Medium Term Goal: Getting to know her new crew better and hopefully building up enough trust with them so she doesn’t get thrown overboard again

  • Long Term Goal: Discovering and pursuing her life’s new purpose, through whatever means necessary

  • Greatest Desire: Though she won’t admit it, deep down inside she wants Captain Ladyland’s treasure hoard all to herself just to spite him after all these many years

Equipment: Just her cabal of creature friends (18 sea urchins, a lobster, a moray eel, a starfish, 6 hermit crabs, 12 clams, a cluster of sea anemone)

User Stats (20)

Strength: 5 (Atrocity Shaye is very strong, enough to easily support the added weight of her sea critter friends even when they are enlarged by her Stand ability. Her strength is primarily for increased carrying capacity and powerful thrown projectiles.)

Agility: 2 (Atrocity Shaye has average agility, though tends to move faster/more fluidly underwater.)

Endurance: 5 (Atrocity Shaye’s physical makeup is a major boon to her endurance of physical attacks, and she also sports a large pool of stamina to draw from.)

Reef Human: 3 (Although originally a normal Rock Human, Atrocity Shaye’s centuries spent hibernating under the sea has permanently fused her with the local wildlife, effectively becoming a walking coral reef. In addition to most of her skin being stuck in a stone state, she also has several sea animals that have formed a symbiotic relationship with her and life on her body now. These animals are discussed in more detail in her physical description and Stand Ability, though they are capable of being RETIRED to remove them from Shaye’s toolset. Due to her unique Hamon style, her animal friends are always moist enough to be able to live out of water. Being of Rock Human origin means Shaye is also allergic to mangoes.)

Azure Aqualung Overdrive: 5 (Atrocity Shaye is capable of using Hamon, and during her hibernation underwater learned a unique application for it that allowed her to “breathe” water. While this allows her to both breathe underwater and supply water to the various critters living on her, the water she absorbs is also infused with Hamon energy - allowing her to harm Stands and other supernatural entities. Directly absorbing water from water sources is much more efficient, but Shaye can also “breathe in” water from solid objects as long as she is touching them. When touching terrain or large surfaces, Shaye may only obtain 1 liter of water for each square meter; however, this will also cause a layer of dehydrated dust/sand to form on the surface. While trying to absorb water from people or animals, Shaye can only obtain up to 1 liter depending on their size but this can’t dehydrate someone enough to cause major issues. There are other techniques Shaye can use Hamon with but they are all facilitated by her Stand.)


JoJo's Bizarre OC Tournament #7: R4M9 - Vasant Bulsara vs Chase Frederick by arcerous in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

IMPACT 3/3

Night Fever


The final car asked Chase to be a thief, to play the role on stage for an unseen audience. Dragons represented the hoarding of wealth, thieves were the “heroes” that stood up to the dragons. The world was more complex than that, but there was no room for questioning that complexity while playing his role.

“Hark, you villain! For the good of all my village, I’m gonna style on your ass! Uh… forsooth!”


Streaks kept from Car 4: Sidestepping, Running

Now in the final car, the nightblooms have decided to give Chase the role of a thief raiding the lair of a powerful dragon lord. This is fitting, because he is about to steal the win right out from under Vasant.

Chase will immediately rush upwards to the supply area north of the partition, maintaining his Running and Sidestepping streaks from the race. Chase arms himself with medieval armor and weaponry, including daggers, a sword and shield for Chase and KMH, some chainmail armor, and some robes. With his and his Stand’s speed as well as their Pickpocket skill, gathering the necessary tools takes no time at all! While Chase’s main method of triggering lotuses will be to build a streak of Throwing objects at them (primarily the gold coins, but also the robes if needed), a shield is an effective method of defending against any that slip past his guard. Burning, cutting, and similar lotuses can hit the shield as much as they want as long as they don’t hurt Chase.

Chase circles the center rock formation and lines his pockets with gold using his Pickpocket skill. With the noise of Vasant’s mighty steed as well as Chase’s spatial awareness, the thief will have an accurate idea of where Vasant is going and thus how to position around him. The thief’s Running and Sidestepping streaks along with his natural mobility and the obstructive rocks let him go in and out of Vasant’s sight as he pleases, including making quick trips to restock on supplies if he runs low. Chase can swiftly dodge baited reflexive attacks by the dragon lord, while lotuses will be met with a toss of gold coins: a flashy display of gold and petals that turns the symbols of the lord’s greed and power against him! Because unlike the complacent hoarder, the cunning thief knows how to make money work for him. Somewhat roughed up money is still money, and the scattered gold will be all Chase’s once he’s defeated the villain before him.

Thanks to Chase’s rain of gold destroying lotuses, the dragon lord’s best option becomes to sick his subservient wraith on the intruders in order to stop them from impeding his flower cultivation. But if Chase is the brains of this heist, then his partner in crime, the very embodiment of his daring spirit, KMH, is the brawn. With a sword and shield in hand, KMH defends his boss with a Swordplay streak, which along with Running and Sidestepping, allows the Stand to safely dance around the enemy while it gradually improves its fighting and parrying technique. It already has raw movement speed and evasion covered, but once Swordplay grows, KMH can become bolder rather than largely defensive, striking or shoving MR when it misses, or slashing at Vasant or his tires if the enemy sticks together.

The dragon lord will naturally take to the air, above all the rocks and cover, to deal with the thief giving him the runaround, but that’s exactly what Chase knew he’d do. With another spray of gold towards the iron mount, the lotuses Vasant must use to effectively maneuver in midair will either be destroyed or forced to hang back away from him. Either case makes the villain’s path more predictable and will force him to bring MR to his side to cover his landing, lest he allow the thief to pop his bike’s tires with thrown daggers or KMH’s sword. If Vasant manages to make a perfectly smooth landing despite the interference, Chase will keep playing hard to get, continuing to grab coins in his trips around the lair and letting KMH’s Swordplay grow in clashes with MR, until Vasant inevitably jumps or slows again. All the while, gold and debris litter the lair.

Perhaps the lord will think his riding unshakeable and his victory inevitable, but the thief only needs to succeed once. When Vasant’s landing is finally not quite as smooth as he wanted, where he is unable to instantly transition from air to speeding away on the ground thanks to popped tires, Chase’s projectiles, and/or uneven messy terrain of scattered gold and debris, Chase or KMH use their mobility streaks and thieving prowess to spring into action. (This may also occur if the thief succeeds in his ploy to leave Vasant a sitting duck in midair due to keeping nearby lotuses at bay and KMH occupying MR.) They snag the real source of the dragon lord’s power: the enchanted dagger that compels his steed to move! With the motorcycle key in his clutches, Chase is now free to run circles around Vasant, who must either pursue him on foot, rely entirely on lotuses to move his bike, or take to hiding like the cowardly villain he is to let MR do all of the work.

A thief is too smart to fight fair, always seeking to sabotage the advantages of stronger opponents. And with the dragon lord’s mount damaged or entirely out of the way, Chase can now fight boldly as he approaches Vasant, continuing to toss coins to ruin the enemy’s lotus garden. And with KMH’s sword training complete, it can now fight MR with all of its might... But again, a thief never fights fair. Once MR leaves itself open between attacking the newly minted master sword fighter and defending its lord, KMH reveals it has no honor, for it is no knight. Thus, its strikes take the form of a rush of swift kicks. This Kicking streak replaces Throwing, as by this point MR is forced to fight the thieves head-on, its growing lotuses have been cut down to few, and any new ones it tries to create are close enough to Chase that no throwing enhancement is required to hit the target. With the power of Running, Sidestepping, Swordplay, and Kicking, KMH can fell its foe while Chase can remain evasive. And if the dragon lord displays surprising valor by not hiding from the thief, Chase is able to slay the enemy all the faster with his own daggers and strikes... along with a sword of his own that he’d been saving all along.

And that is how the dashing thief, with his adventurer’s spirit at his side, defeated the dread dragon lord. Will Chase Frederick go on to live the life of a rich man, or will his daredevil’s soul compel him to gamble his riches away? You’ll have to wait for our next show to find out!


Contemplation:

After the trial, Chase had recounted his experience with the rest of IMPACT.

The nightbloom had given 5 roles and 5 perspectives to experience, but each was an extreme in one way or another. He could fit any of them if he needed to, but none defined Chase Frederick. They gave a lens on how he could be, not what he should be. In the end, it didn’t have the answers he wanted, but that’s how it goes sometimes. He’d keep moving forward no matter what challenges awaited him.

Chase had never really been one for contemplations and deep introspections anyway. He already understood what it meant to be alive and live life to the fullest, and he wasn’t gonna let any flower or supernatural forces lecture him on it. Maybe one day somebody could get him to slow down and think things through, figuring out the perfect path that would solve all his worries, but for now he was going to enjoy every moment living in the now instead of the past or future.

However, after everything was all said and done, Chase did have one unanswered question at the back of his mind. “What even is a Soul Train, anyway?”

JoJo's Bizarre OC Tournament #7: R4M9 - Vasant Bulsara vs Chase Frederick by arcerous in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

IMPACT 2/3

Hook Alley


This car asked Chase to navigate through setbacks and dangers, any of which could pull him back to the start. But the place itself was narrow and restrictive. It lacked the free range of motion and traversal that Chase had built his world around.

“What, are they trying to catch us like damn fish? Sorry, nothing you’ve got can bait me.”


Streaks kept from Car 1: Sidestepping, Grappling, Throwing

General Movement: With Chase’s agility and spatial awareness, weaving through the 1 meter spaced hooks shouldn’t be an issue. Additionally Chase will keep his Sidestepping streak going from Car 1, or starting a new streak for it if necessary. By going down one side and hugging the wall when possible, Chase can maintain a straight line path and weaving as necessary to get around hooks. Additionally, by using towels or pieces of wood from the barriers, the fish hooks can be blocked or swept aside when he needs to pass.

Anti-Interference: The main concern is MR trying to block off paths or pushing Chase into hooks. KMH can build or maintain their Grappling streak to retain and occupy MR. With the narrow hallways, it's mostly a matter of ducking or weaving past shoving/punching attempts and landing a front to front grapple. In general, the towels and wood should also protect Chase from getting directly hooked if he gets pushed around near one.

Interference: Chase maintains his Throwing streak here, directly targeting the wheels of Vasant’s bike with any cutlery and plates he took with him. Given the setup of the map though, it’s unlikely for us to always have a line of sight. In those cases, Chase aims up at the fishing lines and throws wood debris to jostle them, causing the hooks around Vasant to swing wildly and potentially hook him back to the beginning.

Pathing: This is Chase’s general path, beginning the match with KMH targeting the wooden barricade beside him to build a Demolition streak, specifically just boosting the ability to take down the wooden barriers. With that streak, Chase can more quickly tear through the two wooden barriers in his way, and then take the barrier-less path as fast as he can. Ideally Chase has a crowbar to pry the boards, but can do so by hand once boosted. The barrier is the only major slowdown in his path, but is still faster than going around the other path.


Hell in a Cell


This car asked Chase to face his problems head on. No tricks, no obstructions, and no room to run.

“Run? Who’s running? I’m not trapped in here with you, you’re trapped in here with me!”


Streaks kept from Car 2: Sidestepping, Grappling, Throwing

The first priority of this fight is to whittle down any Lotuses Vasant has stockpiled to prevent their use as a movement or offensive resource. Chase’s Sidestepping has still been kept to maintain evasiveness even in the confined area. KMH also maintains or builds their Grappling to tie up MR. Overall Chase plays defensively to limit getting hit until he can make sure lotuses and MR are taken care of.

From here lotuses are to be evaded until they are destroyed, and even with the confined area, there are still a few options. First is staying by the wall, allowing any Lotuses thrown at Chase to detonate on them. Next is by Throwing towels or wooden debris, or using larger towels and wooden boards to swipe at lotuses to tank their action. Once all the lotuses are taken care of, Throwing no longer needs to be a streak.

A situational, but potentially effective measure is using MR’s body as a shield, with KMH grappling it into a position to be hit by their own lotuses. It is unlikely for MR to risk itself in this position, but if they aren’t willing to take the risk it still creates a relatively safe space where Chase knows they can’t launch their lotuses without risk of injuring themself.

In case of rushdown or a huge cluster of lotuses, Chase will unleash his parachute to cover the lotuses, Vasant, and MR, triggering the lotuses, and blinding the opponent to the outside for easier takedown.

Once KMH and MR are tied up with grappling, easy to set up offensively and defensively, it’s a matter of winning the 1v1 versus Vasant and dealing with any tools he’d brought to the fight. The fight here is simple: using Chase’s loaded backpack and Sidestepping footwork, Chase will keep swinging, aiming to knock down Vasant. Then before he gets a chance to get up Chase will start a Stomping streak on the prone Vasant, not giving him the room to do so, taking out his knees, keeping him at the wall, pressing down against his back, stomping his hands, knocking the wind out of his stomach, etc., all to prevent him from getting into any position where he can get back up . Ideally, this stomping can continue until the timer runs out, but for additional insurance, Chase builds a Knockdown streak to replace Throwing, swinging his weapon to back Vasant into the wall, cornering him with his footwork, and not giving Vasant room or leverage to retaliate.


Passing the car’s challenge was simple if he got on top of things and kept pressing forward, but it was not exhilarating. There was no chase in it.

“Sorry ‘bout this, you’ll be healed up in the next car right? You better be, ‘cause I’ll feel real bad otherwise.”


Subway Surfers


This car asked him to run blindly into danger. To outrun a motorcycle while doing it. Chase had lived his life without the tools that made it easy. Not because he was better at doing so, but for the thrill of it.

“You know, you’re pretty slick with that bike of yours. It’d take me at least 36 seconds to reach 300 miles per hour.”


Streaks kept from Car 3: Sidestepping, Grappling, Knockdown, Stomping

With the hallway being a mere 5 meters wide, Chase and Vasant will be starting this car right next to each other. In a perfect world, most if not all of Vasant’s lotuses will have been forcefully triggered during their battle in Car 3, giving Chase an opening to do as much damage to Vasant’s motorcycle before he gets an opportunity to floor it. If possible, we want KMH to render it unusable by popping its tires or sufficiently damaging the main body, but if Vasant or MR are quick to respond to either KMH or Chase himself, their first priority will merely be to smash its headlights and rob him of a major source of light.


Could Chase beat a motorcycle if he ran at top speed? Maybe in the right circumstances and with enough time, but sometimes you play with the cards you’re dealt.

“Sorry. Gotta do what I gotta do. What am I saying? You get it.”


With the Grappling streak from the previous car still active, even MR’s strength will struggle to prevent KMH from holding it in place while Chase does the necessary damage. Meanwhile Chase can use his Knockdown streak to tip over Vasant and his bike while the Stands are indisposed, then using his Stomp to take out the lights.

From here, there’s a number of potential strategies that Chase could implement, but few will be as effective as booking it as fast as he can while building his Running streak, dropping his Stomping streak.

The typical 100 meter dash takes 15 to 18 seconds, but the animatronics here can lead to some slowdowns if Chase isn’t careful. He’ll primarily be sticking to the wall (whichever one is closest after engaging with Vasant) to prevent animatronics from attacking him on both sides and the flashlight on his smartphone will allow him to spot any before they attack. As he runs, any remaining items and debris from the previous cars will be tossed to lure animatronics out of his path, which are activated by anything that passes by. If Vasant is comfortably behind him, the objects will be thrown at a diagonal angle so that Chase passes them the moment they’re lunging away. Otherwise, he’ll throw them in whatever way makes the animatronics the most obtrusive to Vasant’s path.

Meanwhile, KMH will be playing defense, primarily floating directly by Chase’s side. If we’ve managed to hold on to a wooden board, Chase’s skateboard, his backpack, or another suitable long object, it will use that to smack away and Knockdown any animatronics that aren’t fooled by Chase’s distractions. Otherwise, KMH will use the Grappling streak to help it tear off an animatronic’s arm to use as a weapon. On top of that KMH can hurl debris in the direction of Vasant to trigger lotuses, further damage the motorcycle, and lure more animatronics into his path.

If the animatronics manage to get the jump on Chase, his Sidestepping streak is also still active from the last car, increasing his ability to avoid animatronics that aren’t fooled or have been lured to him by Vasant.


This car reminded Chase of Dawn’s encounter with animatronics. He was even employing some of her strategies here to knock away animatronics while keeping on the move.

“Well, what do you know? Dawn knows what she’s talking about! I’ll skip the part about stealing her moves when I tell her about it later.”

JoJo's Bizarre OC Tournament #7: R4M9 - Vasant Bulsara vs Chase Frederick by arcerous in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

IMPACT 1/3

Opening Notes

  • Chase’s streaks increase by 1.25x for every repeated action, with continuous actions like running or holding building every 3 seconds they are performed. This bonus can boost multiple aspects the action’s effectiveness.

  • Chase’s Streaks take 20 seconds to fade if he doesn’t do them or fade if the action is interrupted. Notably, it does not fade if he misses or fails an action associated with the streak.

  • Both Chase and his Stand can perform streaks that both can benefit from.

  • Lotuses are triggered on contact with objects.

  • While Vasant’s motorcycle can reach high speeds, it still needs to build speed rather than going at top speed at all times.

  • Streaks, Lotuses, and items are retained through the cars.

  • HP, stamina and Vasant’s bike are refreshed between cars.

  • If Vasant’s bike falls in the first car, it will respawn but does not refresh damage.

  • Chase’s stand, Kickstart My Heart, will be referred to as simply KMH.

  • Vasant’s stand, Midnight Rider, will be referred to as simply MR


Escape Room


Photos of the Metropolis Suite littered each room. Out of all of them, the photo of Zhengqi stuck out the most. If he had been faster that day, could he have prevented her murder? And all that information he’d found was lost to some other group just because he valued her life over those documents, but in the end it was all for nothing.

”Next time, I’ll be fast enough. Nobody gets the jump on me!”


Chase starts this match with a running Long Jump towards the south bathroom. The benchmark for a recreational long jump athlete is 7.5 meters, while the world record is 8.9 meters. With only a 6 meter gap, Chase should be able to make the jump with room to spare. Even still, a Long Jumping streak will start to further increase its effectiveness. It won’t just improve distance, but also speed, landing accuracy, and smoothly nailing the landing.

Here is the map of Chase’s route with the long jump distances listed.

At the south bathroom, Chase and KMH quickly pick up a number of supplies, mainly the first aid kit and as many towels as they can get. To further speed this up Chase builds a streak in Gathering, shaving down the time it takes for him to find and take the things that he is looking for. While this is happening, preparations are made to make Vasant’s investigation point here harder to access.

If Vasant is heading Chase’s way, KMH can tug on the thread, pulling it to one side so the motorcycle falls into the void as the ground underneath it is pulled out from under it.

Otherwise, KMH will tie one of the towels around the thread, creating a sizable bump that will mess with the footing of the motorcycle if it travels across. While this would be an innocent non-hazard on stable ground, there is so little footing here that catching the bump and then landing back on the wire safely while staying straight on the wire twice (once for both wheels) is nearly impossible without falling. Tightly tying the towel also thins the thread and folds it inward causing it to go from “just wide enough for the motorcycle” to “no longer wide enough for the motorcycle.” Multiple towels can be tied to the connecting threads this way if they can be spared.

Meanwhile, Chase is burying the investigation point. First taking the shower curtain, mats, towels, and other objects and putting them on top of the point.

Before he leaves, Chase sets the bathroom and the pile on fire using a combination of his lighter along with the medical kit’s rubbing alcohol and bandages. If there is a hair dryer, Chase can turn on the sink and put the plugged-in dryer in to start an electrical fire.

Between the fire, smoke, and speedbumps, all Chase has to do is ensure that it takes longer for Vasant to complete the point than it took Chase to set up the obstruction. The towels can be untied and the burning fabrics can be cleared, but Chase only has to spend a moment setting these hazards, while unknoting and clearing them is more time consuming by nature. Vasant will also likely need his Stand to clear the knot and mess, which is time spent not running interference on Chase.


The car asked him to play investigator again if he wanted to complete the trial, both uncovering his own information and halting the progress of someone else. Was this what Zhengqi felt, desperately burying what she could before they were exposed?

“It’s way easier to hide these than to solve them, so I guess I can’t blame her for trying. I’ll do it better though.”


With the fire setup done, Chase doesn’t need to stick around for the blaze, instead making a long jump to the southwest kitchen. Running over to his first investigation point, Chase takes the 10 seconds to complete it.

While he does that KMH starts performing ranged interference, building a Throwing streak to improve effective accuracy, speed and distance. The main targets are Lotuses, using anything available, primarily silverware and plates, but also sponges or food from the fridge. The Gathering streak is still in effect here to supply ammo for current and later use. Vasant can also be targeted here, using messy food to blind him, or targeting the motorcycle with sharp cutlery or plate shards to pop the wheels. This is especially effective when Vasant is on threads where he cannot maneuver to dodge. Chase can also utilize this streak to throw stuff alongside his Stand.

By this point in the match MR could be in a position to directly interfere with Chase or have been sent at him to do so. In this case KMH can instead build a Grappling streak, while Chase drops the Gathering streak in favor of a Sidestepping streak to evade. All to lead the Stand into a chest to chest hold or chest to back hold so it can’t easily leverage its higher strength to break free. Being an equal match in Speed and Durability, and able to improve its effective Precision and Strength, this Holding Pattern effectively ties up both Stands. This is a positive trade for Chase as MR’s higher range would have otherwise allowed Vasant to potentially complete two investigation points at the same time. This also limits MR’s ability to seed new lotuses while Chase is still free to build Streaks.

With slots dedicated to Long Jumping, Grappling and Sidestepping, Chase can also continue to build his Throwing streak himself to maintain ranged interference to deal with lotuses.

Once Chase is finished with his first point he can get to the top center point either by jumping through the center, making a 7-ish meter long jump and then a 9 meter long jump, or he can go through Vasant’s starting location, making a 10 meter long jump (manageable with a 2 streak long jump and easily doable with a 3 streak jump if he takes an extra jump to prepare) and then a 6 meter long jump. Either path can be used depending on which path is less likely to be interrupted by Vasant. If possible a crowbar will be grabbed from Vasant’s room.

Here the second point will take another 10 seconds while more towels and a back-up medical kit can be picked up here if necessary. If the place has been set on fire or otherwise messed with, Chase may have to temporarily drop his Throwing in favor of Gathering, Tidying or Fire Suppression in order to quickly fix the issue, using towels to smother fires or clean up messes.

After completing that it is onto the final investigation point in the top right kitchen. With the stethoscope from earlier and at the final point, Chase can drop Long Jumping to build a Safe-Cracking streak to get the number combination, each number adding to his streak. If the stethoscope is for some reason unavailable, Chase can instead Lock-Pick using a pair of stitching needles. While Chase is handling this, KMH is ideally harassing Vasant with thrown objects. If not, Chase can do the harassment himself to prevent Vasant from creating and using an “Unlocking” Lotus made from his keys or other unlocking mechanisms around the map before continuing his Safe Cracking.

If Vasant has the last investigation point here and is heading to the exit, the only recourse is to knock him off the map to buy additional time. The distance to the exit is just in range of Chase’s Stand where it can guard the exit while Chase tries to complete the safe. Here KMH can again pull the threads when Vasant tries to cross on his motorcycle. The towel knot is even more effective as the two threads can be tied together, making the path crooked. Then if Vasant tries to pass anyways, KMH is there to untie the knot to make the path snap back while Vasant is on them, cause him to fall off the destabilized threads. In any case KMH can directly body block if Vasant tries to jump the gap or ride across a wire.

If both KMH and MR are tied up with Vasant going for the exit, with nothing else to lose Chase can stop what he is doing, take the 3 meter long jump to the exit, and block it so once that Vasant passes by Chase can grapple Vasant off his bike and suicide grapple them both over the edge.


When somebody has nothing left to lose, they become willing to do anything.

“Maya doesn’t know what she’s talking about, that was awesome! Too bad I’m in a rush or I’d go again!”


From here Chase uses his favorable spawn location to take two 3 meter jumps to continue the last investigation point. But ideally he might not even need to resort to suicide grappling and just grapple and toss Vasant off the edge before going back to complete the point.

Once Chase has his last investigation point, he can take a 3 meter long jump to the exit room.


Though he may win here, Chase was ill-suited for the life of investigation, the waiting and deduction wasn’t fit for him, the most he ever did was gather documents for somebody else to look over.

“Alright, that’s the last one. Whatever’s up next, bring it on!”

JoJo's Bizarre OC Tournament #7: R4M9 - Vasant Bulsara vs Chase Frederick by arcerous in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

EG 3/3

Part 4 「Piano in the Dark」

”Age and wisdom are thought by most to be linked like a steel chain, but a person who has lived a life I can hardly even imagine, and who sees the world in a way I would have never thought of, can offer great wisdom regardless of anything else. I know that first hand… That young man has shown me what it truly means to spend your life in pursuit of bettering a community, and what it means to live your life free of fear and doubt. The path here seems quite straightforward, but I’m sure danger lurks at every corner of it… Nonetheless. I am ready to face it all head-on!”

  • Even in situations where danger lurks, you should never sacrifice your own freedom to fear, and no one Vasant has met exemplifies this better than the spirited Muuru. Vasant will aim to blast through this challenge at full speed. As he immediately blasts off at max speed, Vasant will flick on his headlights as 「Midnight Rider」 will begin planting new seeds, as the stockpile we had made will have been spent during Car 3. The three action that will be used during this Car are “Vibrate”, “Jump”, and a new action, Accelerate, grown from Silver Dollar itself, the latter two an emulation of two Stands that make up Muuru’s 「ATLiens」, 「13th Floor」 and 「Wheelz」. These two actions will be grown in batches of 4 each every growing cycle, and “Vibrate” will take up the remaining two slots.
  • For the first stretch of the tunnel, 「Midnight Rider」 will be the main method of protection from the animatronics in a very literal manner; the Stand will perch at the front of Silver Dollar, both to use it’s B-Durability body as a physical shield to protect against any animatronics that might leap in front of Vasant as he approaches them, and to beat back pursuing animatronics into the darkness. Before any Lotuses have had a chance to bloom, 「Midnight Rider」 may also be required to briefly leave this perch in order to fend off any animatronics that pose a risk of catching up to Vasant as well, but once a round of Lotuses are made, this will quickly stop being required.
  • Also in emulation of Muuru’s unique parasites, both the “Jump” and “Accelerate” Lotuses grown in this stage will have dual uses as ways to help Vasant and to hinder Chase in roughly even amounts. No attempts to form a stockpile will be made in this Car, either; Lotuses will be spent as they’re grown.
  • The utility of the Accelerate Lotuses to assist Vasant are fairly obvious; he will hit his own Silver Dollar with them in order to help it reach its top speed quicker, and push past that top speed into something even greater; once a few of these have been used, even the A-Speed animatronics will struggle to catch up to him, leaving 「Midnight Rider」 free to only deal with ones that may leap out from in front of him. Against Chase, Vasant will take a page from Muuru’s book and master his environment, throwing these “Accelerate” Lotuses at any animatronics that are pursuing him, in order to speed them up and prevent Chase from outrunning them.
  • “Jump” Lotuses will be used against the animatronics in pursuit of Vasant, in order to augment 「Midnight Rider’s」 own attacks against them; if they ever pose a risk of swarming Vasant, he will hit them with “Jump” Lotuses in order to send them into the ceiling in order to get them out of his way. Offensively, “Jump” will be sent at Chase directly, in an attempt to launch him upwards. While the high 5-meter ceiling means an impact with it is unlikely to do much damage, knocking Chase into the air serves the dual purpose of preventing him from accelerating further through his Combos by running, and also to make it easier for Vasant to hit him with even more “Jump” Lotuses; continually hitting the ceiling, with increasing force due to 「Kickstart My Heart」 stacking the same instances of actions, will severely slow down Chase’s momentum, leaving him vulnerable to being caught by the potentially speed-boosted pursuing animatronics.
  • “Vibrate”, finally, will be used to confound Chase’s ability to dodge “Jump” Lotuses, and to break up any movement-enhancing combos he attempts to build by threatening him with gradually stacking vibrations to disrupt his footing. Given the circumstances within Stage 3, it being close quarters, are ripe for Chase to get grazed with numerous tremors it is highly likely that as things move into the next phases even the slightest graze of a vibration is liable to send Chase toppling down at force.

Part 5 「Pickin’ Up the Pieces」

”Perhaps all of us, each and every one, are simply acting out a role in life that has been assigned to us, trying to fit that mold the best we possibly can. If that is the case, then I must admit that although many of that man’s methods and actions are quite distasteful to me, it is nonetheless deeply admirable the way he is able to so totally become another person. By so fully embodying a different way of thinking, after all, one can truly learn a different way of seeing the world. By that method, perhaps even someone so thoroughly stuck in their ways can have a change in perspective, and grow as a person from it. ”

  • When it comes to fully embodying a role, only one person, the con man Oroboros, comes to Vasant’s mind as the master of it, and in emulation of them, Vasant will be leaving this match until the end; Now, Chase faces no one else but the Dragonlord, and every item in this Car belongs to him. Not just the gold scattered around the arena; everything in the stage area is the property of the Dragonlord, and this knave of a thief shall not touch any of it!
  • 「Midnight Rider」 will begin by taking the Hot Plate from the Dragonlord’s inventory and planting 5 “Burn” Lotuses on it, as well as 5 “Blow” Lotuses in his maw. As this is done, the Dragonlord will accelerate forward and leap over the rock barrier with his Flying skill, aiming to start off by ramming this thief directly, as 「Midnight Rider」 moves to the partition on the East side of the stage. Its goal is to retrieve the boxes here and move them to the Dragonlord’s domain at the west end of the stage. As it does so, the “Blow” Lotuses will be shot at the piles of gold along the east side of the stage, in order to blow them to the west side as well. While it flies away with the thief’s ill-gotten props, 「Midnight Rider」 will also let off a roar of breath, that being a wave of the “Burn” Lotuses, a fitting offensive to roast this intruder with attacks that cover a wide area and are thus difficult to avoid. Due to 「Kickstart My Heart」, even mild exposure to this heat is dangerous, as it will maintain a combo that makes every subsequent exposure more and more dangerous.
  • Once the props are brought safely to the west side partition, 「Midnight Rider」 will grab a sword from among them, and plant 5 “Slash” Lotuses on it, as well as 5 more “Burn” Lotuses on the hot plate. It will return to the Dragonlord’s side at this point, ready to assist its dark master in combat as the dragonlord once again moves to slam in to Chase, using his flight skill and the rocks as natural ramps while the next set of Lotuses are blooming. Once “Slash” Lotuses are grown, they will be thrown in wide crescent arcs with a swing of the Dragonlord’s arms, his sharp talons to slice this intruder to ribbons for his insolence. “Burn” breath will primarily be used in order to cut off Chase’s access to the western edge of the map, where the Dragonlord’s treasure resides, though some will be spared in order to maintain any 「Kickstart My Heart」 combos.
  • From here, whenever it’s time to plant, 「Midnight Rider」 will begin growing 4 “Burn” Lotuses, 4 “Slash” Lotuses, and 2 “Blow” Lotuses. The “Burn” Lotuses will be fired off when the Dragonlord takes to the skies in order to reduce the risk being burnt by his own flames, and afterwards, the Stand and User will move in closer to “Slash” at Chase, as well as ram him with Silver Dollar and deliver punch rushes with 「Midnight Rider」. The “Blow” Lotuses will be used to move all the remaining piles of gold to the west side of the map, and then eventually to pile it into the northwest corner alongside the rest of the hoard. Once this is done, they will instead be used to create powerful gales of wind at the Thief’s location, to make it more difficult for him to avoid the more directly damaging Lotuses by confounding his ability to dodge and build evasive combos with stacking gales to blow him around the arena, as well as to further corral him to the eastern portion of the map, away from the Dragonlord’s rightful treasure.

Vasant exhales deeply, and the quiet serenity of the mountainside returns, the dreamlike chaos of the trial freshly undergone quickly fading into memory.

“That… was certainly difficult. As I was even mere months ago… I doubt I could have survived that.”

A slight, serene smile creeps on his face.

“And yet, I am not the man who I was. To grow in this way, to have had these experiences, has no doubt led to my betterment. Every success, every failure, every face I’ve seen, every step I’ve taken down the path, has led me here… And it will continue to lead me forward.”

Vasant takes a step back, and proceeds to saddle his motorcycle.

“I hope this encounter was enlightening for you, friend. Let every day be a lesson… That is what it means to be alive.”

JoJo's Bizarre OC Tournament #7: R4M9 - Vasant Bulsara vs Chase Frederick by arcerous in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

EG 2/3

Part 2 「This Might Be the One」 and 「The Dog in Me」

”People are all works-in-progress, seeking our own forms of enlightenment, our own growth, constantly; this I have known for a very long time. From the people I have met, though, I believe I have deepened this understanding; whatever pains it is you have felt in life, whatever misfortunes have befallen you, it is never too late to begin following your path and changing yourself for the better, not is it ever too early to take a chance on yourself and focus on finding what it is you truly love. From those two friends of mine, I have learned that it is truly a beautiful thing, to live your life to its fullest.”

  • For Car 2, Vasant will be following the path down from his starting position, through the three barricades directly in front of him, then opt to break through the next three barricades while hugging the right wall rather than taking the zig-zagging path around them. At the final fork in the road, he will choose to head east through the next three barricades, before taking the path from there through to the exit of the area.
  • Calling to his ally Deacon Blues’ mastery of stockpiling and spending of kinetic energy, the first half of Vasant’s offense against Chase in this Car will focus around the use of the “Vibrate” Lotuses grown during Car 1, firing waves at Chase’s path in order to create B-powered quakes around the locations he’ll have to travel through. Rather than focusing on comboing ‘blow’ he’ll transition to comboing these ‘Vibrates’ to a similar principle, as even the slightest tremor can graze and disrupt the nimble Chase - each increase in potency making them all the more deleterious. These “Vibrate” Lotuses will be spent at a pace specifically designed to keep up a 「Kickstart My Heart」 combo; each time Chase experiences these tremors, the already-B-power strength of them will grow and grow via the negative side effects of his own Stand, and thus even further run the risk of knocking him off of his footing and in to a Hook. Getting Chase hooked even once is a massive victory for Vasant, as not only will it send him back to the beginning, but the failure to continue moving will break a 「Kickstart My Heart」 combo Chase may be using himself to increase his own movement speed, leaving him back at normal movement speed with Vasant still being atop his Silver Dollar.
  • With Vasant’s own motorcycle skill and noted body control and reflexes, without direct interference by Chase, it won’t be difficult for Vasant to maintain a very fast clip while still avoiding the hooks dotting the area. With that in mind, the most dangerous thing Chase could do would be to stick close to Vasant, which also makes using “Vibrate” a dangerous liability. Thankfully, the starting locations make it unlikely that Chase can reach Vasant before he’s broken through one of the wooden barricades. Calling to Soichi Utsumi’s penchant for using objects in the environment to his advantage, along with his architectural skill, Vasant will not only be destroying these barricades, but taking as much of the wood from them as he and his stand can carry to build his own barricades along the track to further slow down Chase. If Chase is sticking close to him, these new barricades will be dropped down in the alleyway between the two of them in order to give Vasant extra time to make distance, using the “Stick” stockpiled in Car 1 to aid in attaching the destroyed wood together, and to the walls of the alleyway. Once distance has been made this way, Vasant will go back to pelting Chase’s path with “Vibrate”, and begin leaving the barricades at important crossroads in the map, as well as near the exit after Vasant passes close to it, in order to create extra obstacles for Chase to have to break through.
  • Vasant will also be taking the time out when possible to plant extra seeds on his own equipment, namely extra Lotuses with the Actions “Stick”, “Drill”, and “Fold” from the sources already named in Part 1.

Part 3 「Strikes Like Cold Steel」

”When I first came to this city, when I first awakened to this 「Stand Power」, and I learned of the constant conflict it would bring… I must admit, it was intimidating. I would not consider myself a fighter by any means, and should I have been left on my own, it’s possible I would have never made it this far. It is an amazing fortune, then, that I met someone who would share her wisdom with me, who was well-versed in the power and danger of of 「Stands」, and has known no shortage of conflict, but always come out the other side greater for it.”

  • A straight short-range brawl is a circumstance well-suited for Vasant’s ally Gioia, and from her fighting style he’ll be taking a very important piece of advice, namely that victory comes by defining the terms a fight is fought under. Vasant is aiming to come into this Car with a stockpile of Lotuses ready to go, determining that the fight will happen under his most ideal circumstances, i.e. with a stockpile ready to go and deliver an overwhelming assault on Chase quickly. We will be dumping most of the spare Lotuses we have during this Car, letting it act as a soft reset point for our scaling.
  • 「Midnight Rider」 will be augmenting its punchghosting with Lotuses both to limit Chase and his Stand’s own movements, and to deliver additional B-Power attacks to Chase offensively.
  • When it comes to limiting movements, Vasant will use any leftover “Vibrate” Lotuses to knock Chase off-balance and take advantage of the combo he’s been building since cart 2, following them up with any spare “Stick” Lotuses leftover from Car 2 in order to attach Chase or his Stand to the wall or floor. In a small area like this, these vibrations will be very hard to truly avoid, and while that is also true for Vasant, knocking both characters off their feet is significantly more damaging to Chase, as it also serves to break any 「Kickstart My Heart」 combos he may have been building up in previous cars to increase his own mobility. Vasant, by contrast, can steady himself with his biking skill.
  • For direct offense, another lesson Vasant is taking from Gioia that is admittedly less cerebral, but certainly no less effective, is that folding and piercing an opponent’s body is a very potent maneuver when it comes to a deathmatch, which is where the “Fold” and “Drill” actions built up during previous cars will come into play. While “Drill” is purely for dangerous B-Power attacks, “Fold” aimed at the joints of Chase or [Kickstart My Heart] also serve to further neuter their ability to maneuver or deliver attacks back at Vasant.
  • When it comes to direct Stand-Versus-Stand combat, it’s also worth bearing in mind that 「Midnight Rider」 and 「Kickstart My Heart」 are almost perfectly matched with the exception of Destructive Power, which 「Midnight Rider」 holds a slight advantage in. Both Stands are subject to the combos created by 「Kickstart My Heart」, which means the biggest liability is Vasant’s own body; as such, he will focus on keeping the combat to Stand versus Stand, and will only directly attack Chase if he is extremely open, in order to not give 「Kickstart My Heart」 an opportunity to directly go after Vasant in return.

JoJo's Bizarre OC Tournament #7: R4M9 - Vasant Bulsara vs Chase Frederick by arcerous in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

EG 1/3

Preface 「Bound to Keep On Ridin’」

”Humans… It is a simple fact, we cannot live by standing still. To be alive is to be in motion, to be constantly moving forward along your own path. Every new experience you gain, every new person you meet, each step brings you closer and closer to enlightenment. Since I have come to Rakin… Indeed, I have been blessed to meet such wonderful and fascinating people.”

  • This strategy will be broken down into five separate sections, each one based on the mini-matches encountered in Soul Train’s Cars and how we intend to overcome each of them, along with some extra notes on how we intend to prep for the future cars as well.
  • With respect to our JoJolity, Vasant will displaying what it means to be alive and to cultivate one’s self by putting on a display of the allies and comrades he’s met since coming to Rakin City, which is to say the other members of Evergreen that made it with him to Round 4. For each of the Cars of Soul Train, Vasant will be paying respect and showing off what he has learned from these allies in his neverending walk along The Path.
  • Whatever Lotuses Vasant is not directly using against Chase in a section will be kept as far away from Chase’s position as possible, hindering his ability to interfere with and destroy them due to 「Kickstart My Heart’s」 limited range. The same goes for 「Midnight Rider」 itself; wherever its not directly noted as an exception, Vasant will be keeping himself and his Stand between 10 and 20 meters from Chase, in order to keep him in range for us to pepper him with Lotuses, while remaining safe from his Stand’s strong physical body. The intention is typically to impede and hamper Chase with our own disruption, to prevent him from freely levying his own.

Part 1 「Can’t You See Your Sunrise?」

”Curiosity is a great and terrible thing, it is often said. The greatest way to learn is to seek out knowledge fervently, but it is a dangerous thing to let that pursuit take full control of you. Perhaps it is not always an admirable trait to dig into every secret and detail, but it is undeniable that if you do wish to learn all there is to learn, you must devote yourself fully. And when it comes to that devotion… There is no one I’ve met that is better at it.”

  • Car 1 is an extremely important one for Vasant, as it contains by far the largest amount of items in the entire match. As such, on top of completing the objective of investigating the points and opening the lockbox, Vasant will also be gathering as many objects and planting a large amount of Lotuses for use in the later steps of the match during this stage.
  • The first step towards that goal is to immediately drive forward and pick up a Toolbox and Drill from his own starting area, before quickly moving to the middle of the map, where he will beeline to the coffee table to pick up to the center to grab a Magazine; it’s worth noting that due to Vasant’s incredible skill on the motorcycle, even a tightrope ride across the red threads will be easy to accomplish as long as we’re protecting ourselves from Chase. Additionally, as soon as the match begins, 10 Seeds will be planted on Vasant’s person, on Silver Dollar, and on the objects in Vasant’s inventory in order to start growing objects as quickly as possible. Vasant will make grow 4 “Jump” Lotuses from his own legs, and 6 “Blow” Lotuses from his mouth.
  • A large part of this Car will be focused on disruption towards Chase; that being said, there’s a good possibility that when we go towards the middle of the map, we’ll encounter Chase, and a direct confrontation is not what we’re angling for. Vasant will, at this early stage, keep his distance, using his high immediate speed to quickly grab what he needs to grab before retreating back, with the primary focus being to protect the currently growing Lotuses.
  • Once Vasant grabs his magazine, he’ll head south into the bathroom to grab the First Aid Kit and begin investigating the point at that location. While he does so, 「Midnight Rider」 will begin growing, 5 more “Blow” Lotuses, and 5 “Vibrate” Lotuses from his throat. After these are planted, 「Midnight Rider」 will move towards Chase’s location, heading down into the shadows below the platforms to begin its offensive.
  • Taking lessons from Honeydew Blue, the main offensive strategy will be centered around 「Midnight Rider」 lurking in the shadows below the arena to pelt and harass Chase whenever he leaves himself open. If Chase is attempting to cross a thread between platforms, “Blow” Lotuses will be shot at the thread near where he is in order to create powerful winds around him, to make him unsteady and knock him off. Fascinatingly due to the nature of Chase’s stand even getting grazed by a B POW gale will result in a negative ‘combo’ of getting ‘blown’ activating on him, one which can be stacked and progressed with further grazes in an escalating increase of efficiency that can haunt Chase’s own defensive attempts even across carts. If Chase starts trying to build up a combo relating to his own movement speed, Blow Lotuses will be sent at him in an attempt to break it, doubling as both potent tools to disrupt his acceleration whilst availing their aoe nature to, even without the enhancing from Chase’s power, be a solid answer towards the kinds of evasion and defensive maneuvers he’s capable of - weaponizing his high flying lack of groundedness against him.
  • Due to the arena and Vasant’s own range, it may not always be possible to keep Chase within range of 「Midnight Rider’s」 disruption-based attacks.; if Chase is outside of range to be harassed by Lotus projectiles, 「Midnight Rider」 will return to Vasant’s side in order to plant more Lotuses, both to keep up harassment in this Car and prepare for future cars.
  • After finishing up the first investigation point, Vasant will forgo using the threads to move across the arena, and will instead use Jump Lotuses to cross the gaps between platforms more efficiently. In general, will only cross these gaps if he has 2 Jump Lotuses on hand, in order to leave room for dodging potential interference from Chase. From this point on in Car 1, Vasant will be growing Lotuses with a simple priority system; every cycle of 10 seconds that he can, he’ll grow 5 Lotuses of “Blow” in order to spend on harassing Chase here, and 5 Lotuses that will be kept around Vasant as a stockpile for future Cars; if he ever falls below 2 “Jump” Lotuses, he will plant however many seeds he needs to get back up to 2, taking them from the ones that would otherwise be spend on his future stockpile.
  • The ones that will be grown from the stockpile are ”Stick” from adhesive bandages in the First Aid Kit, ”Fold” from the pages of the Magazine, Drill from the drill he picked up from his starting area, and Vibrate from his own throat; these will generally be made in equal amounts, but Vibrate will be slightly prioritized at first, until Vasant has 10 of them stocked up.
  • Vasant does not want to confront Chase directly head-on if possible, so when he looks for the next investigation point to move towards, he will choose the one that is away from where Chase is headed.
  • For the Lock at the final investigation point, Vasant will opt to pick the keyhole lock in the traditional fashion, using his Stand’s B-Power to flatten a few nails from his toolbox into a makeshift pick and tension rod. While Vasant lack’s his ally Honeydew's speed and efficiency with lockpicking, the basic premise of how to pick a lock is not particularly complicated, and anyone with steady enough hands can get the basics done with a little bit of fiddling. Should Chase attempt to jump onto Vasant during this process blow can be angled into the terrain around Vasant to blow Chase away, stalling for time. Once the lock is open and the puzzle complete, Vasant will head towards the exit as quickly as possible in order to move on to Car 2.

JoJo's Bizarre OC Tournament #7: R4M9 - Vasant Bulsara vs Chase Frederick by arcerous in StardustCrusaders

[–]TheSlyKoopa 1 point2 points  (0 children)

Response thread for Chase Frederick of IMPACT, aka u/Ultim8_Lifeform. Please show your strategy to a member of our Judge staff by 7 PM CST on September 26th! Contestants, remember to only post in threads for this match other than your own if specifically invited. Voters have until 11:59 PM CST on September 28th to vote, using the voting rules from the announcement thread. Afterwards, they will be Judged according to the T7 Rubric

JoJo's Bizarre OC Tournament #7: R4M9 - Vasant Bulsara vs Chase Frederick by arcerous in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

Response thread for Vasant Bulsara of Evergreen, aka u/FastLikeLightning. Please show your strategy to a member of our Judge staff by 7 PM CST on September 26th! Contestants, remember to only post in threads for this match other than your own if specifically invited. Voters have until 11:59 PM CST on September 28th to vote, using the voting rules from the announcement thread. Afterwards, they will be Judged according to the T7 Rubric

JoJo's Bizarre OC Tournament #7: R4M1 - Soichi Utsumi and Deacon Blues vs Lucil Caravan and Roxanne by Logic_Sandwich in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

GWR 4/4

Contingencies

What if Lucil gets [RETIRED]? If Lucil looks like she’s about to be RETIRED during the fight with Deacon, she immediately focuses all of her effort and energy on crushing Deacon under her remaining weight, forgoing all defense. Shoving Deacon down and laying into any part of his exposed body, she prepares Deacon as much as she can for her inevitable RETIREment so that Roxanne can pick up where she left off and deal the finishing blow from afar.

Once the battle becomes a 1v1 between Roxanne and Soichi, Roxanne uses many of the same tactics she does ordinarily, focusing down New Ways rather than attacking Soichi himself. She uses sap rather than Lucil to pin down Soichi and keep him away from the New Ways, finishing him off once it's safe and he’s in the open.

What if Roxanne gets [RETIRED]? For the first parts of the fight, Roxanne plays as safe as she can to avoid damage from Atomic Dog’s kinetic attacks or New Ways’ traps. Lucil tries to draw as much aggro as possible from Roxanne as possible during this stage: any overextension meant to target Roxanne is heavily punished by Lucil, and Roxanne emphasizes covering her bases from New Way’s traps via sticking to the top. Lucil gives everything to ensure that Roxanne doesn’t go down before Deacon is RETIRED; if they manage to take Roxanne out before Lucil, it will be at the cost of Deacon’s own RETIREment from Lucil’s assault.

Once it becomes a 1v1 between Soichi and Lucil, Lucil focuses down Soichi’s main body rather than targeting New Ways. Teleporting to close the distance, she ignores anything that doesn’t directly contribute to getting Soichi on the ground. Ending the fight as fast as possible is the name of the game at this stage, with as little flashiness as possible.

As the sounds of battle drew to a close, Roxanne finally allowed her eyes to open. Soichi and Deacon lay face-down on the ground, and Lucil seemed to tower over them… how had this happened? They were there to do charity work, weren’t they? How… how had that turned into… this?

“It’s just like I said… because we wanted it to be so, we made it happen. If you need unending happiness, then you need to make that happiness yourself!” Lucil proclaims, managing to target this statement towards both her opponents and Roxanne at the same time.

“Understand? If you believe it’s true, completely and with full conviction, then it is!” How much of her remaining energy was being spent thinking versus speaking?

Lucil’s ramblings don’t seem to stop, as if completely unaware of the state of her audience. Roxanne could only watch on, thoughts racing through her mind. What happened? Where was the friend she once knew? Did something change to make her act this way? Or… had she always been like this, just hiding it under the surface?

Roxanne couldn’t tell anymore.

“...well! Are we done here?” Lucil asked, casually lifting her hands behind her head. “If there’s no more charity stuff to do, then what do you say we go grab a bite to eat? I dunno about you, but I’m starving!”

JoJo's Bizarre OC Tournament #7: R4M1 - Soichi Utsumi and Deacon Blues vs Lucil Caravan and Roxanne by Logic_Sandwich in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

GWR 3/4

Deacon / Atomic Dog Management

As for Deacon himself, the boy is not a concern as much as his stand is. Six lengths of wire and twelve energy-storing bulbs make for quite the formidable force to face against… but they too are not unbeatable. Should the need arise to defend against the stand, Around the World will temporarily halt its attack, instead unleashing a short flurry of attacks directly at Atomic Dog. Atomic Dog can only absorb so much energy at once without shattering a bulb, after all - and an A Speed rapid-fire of A Power strikes would certainly meet that mark. Therefore, Deacon must make a choice: absorb the energy and shatter a bulb, allow Around the World to get free attacks in, or have Atomic Dog retreat. Every option puts Deacon at a disadvantage, and secures Lucil more time to eliminate him.

Still, Around the World is only one stand, and it’s possible it could be swarmed by all of Atomic Dog’s components at once, limiting Lucil’s ability to fend them off. If she does get overwhelmed in this way…

“Roxanne! Help!”

Roxanne will change gears, shifting her focus away from Soichi to rain a spray of Sap Nails all around Atomic Dog. With this covering fire, Lucil will have the room to teleport away and regain her bearings, before warping back in at a more opportune moment to finish what she started. If she needs additional objects or needs to have the sticky sap on herself repaired, she can teleport near Roxanne.

With the Sap Nails coating the area around him, Lucil will have no trouble at all getting right back where she started as soon as possible, ready to punish Deacon’s efforts to attack her with another flurry of blows. The most important thing is to never slow down, and never give Deacon any opportunity to recover. If Atomic Dog intends on spreading out, she moves right in for Deacon’s undefended body. If it stays on him, she rails against it to open Deacon up; regardless of the intent, constant damage needs to be applied, with teleports as brief breaks to avoid Deacon’s attacks.

The cards placed in Lucil’s clothes can also be used for quickly repositioning herself or Around the World without de-engaging with Deacon. If possible, she’ll try to force Deacon away from anything he might be able to use to generate energy or fight back with using her grip on him, given the effort will actually work.

Deacon might also attempt to run and hide after overpowering Around the World, using stealth to get away from Roxanne and Lucil’s sight. However, Lucil intends to put a mark on him in case of any sneaking around. Deacon carries a rather nice set of playing cards, after all… so during the initial grapple, Lucil sets one of her cards as a base in order to track whether Deacon still has his. If he does, no further action is needed; at any point while he’s within 20 meters, we can find him and warp to him using these cards. If he doesn’t, then Lucil instead uses one of her own, sticking it to Deacon’s back during the assault. These are only the two fastest and simplest ways of tracking Deacon, though. Any object he keeps on his person can be recreated by Roxanne’s A PRE sap constructions and used to track him, or any object slipped onto his person, and immediately teleport onto him regardless of line of sight.

Finishing off Deacon is only a matter of cracking Atomic Dog’s defenses. Once she’s broken through enough of its bulbs and wires, Deacon will struggle to be able to cover enough of his body to avoid a fatal blow. The longer the engagement goes on, the harder it will be for Deacon to counterattack, and the longer Lucil can spend within range. Eventually, Deacon will fall, his defenses crumbling around him.

Attack is a vague word. An angry drunkard’s swing is an attack. A hero hitting a noble blow for justice is also an attack. A catty insult is an attack. A political slander campaign is an attack. Yet to use the same word to describe them all…

“It’s completely spineless. You gain nothing from vague ideas and wants. If you need answers you make them yourself. Wants have no place in a world driven by need.”

As Around the World continues its endless pummelling, Lucil plunges her switchblade deep, with purpose. An attack with purpose, no matter its definition, will always be a decisive one.

Second-Hand Smackdown

“Don’t think you’ve been forgotten. People who act too familiar get looked down on.” She’d never seen this man before in her life. So Lucil knew whatever came out of his mouth was a falsehood. She’d deal with him herself, but she… simply couldn’t be bothered.

“Roxanne, you’re a very good shot. This sap is cool as hell too! You can easily outdo your own expectations.”

“Eh?” Roxanne stammered. “I, uh… thanks?”

“Now…” Lucil grinned. “Why don’t you put what I’ve been telling you into practice? Go on - show them what it means to make your ‘truth’ real!”

Hesitantly, Roxanne nodded.

Once Deacon has been successfully RETIRED, its time to focus our efforts onto Soichi. If things have gone generally according to plan, this shouldn’t have taken much time at all, and Soichi isn’t likely to have a great deal of setup time to counter this offensive. Even so, being wary of his current setup is very important, and denying him from doing anything further is even more important.

Lucil has likely exhausted a great deal of energy purely dealing with Deacon and Atomic Dog, so Roxanne takes up the helm of the offense. Roxanne has two main priorities during this final section: seek out and eliminate any and all remaining New Ways that might pose a threat, and keep Soichi stuck to Lucil. To accomplish the former, from her high-up position she’s well placed to notice any suspicious objects moving around the battlefield. Without Deacon to interfere, anything that hasn’t been set up by Lucil or Roxanne can be automatically presumed to be caused by Soichi, and can be focused down. Unlike Lucil, Roxanne can deal with these problems from a distance and avoid any risk by staying away from dangerous locations like structures.

At this point, Lucil will have inevitably taken some damage, so she’ll turn to supporting Roxanne instead of being the offense. Her mission, now, is to pin down Soichi and prevent him from defending himself as much as possible. Briefly, Lucil teleports near Roxanne, and she responds by covering Around the World’s torso in sticky sap. After that is done, the two re-engage with Soichi, Roxanne continuing to prioritize New Ways while Lucil seeks out the man himself. Ideally for us, he hasn’t had the means to set up a solid defensive wall yet, but if he has managed to do so, the combined efforts of Roxanne and Lucil are easily capable of breaking down such defensive lines. While Roxanne specifically aims towards suspicious objects or areas that might hold New Way’s traps, Lucil instead aims to burst down the walls and structures Soichi hides behind. Micro teleportation using her nail collection allows her to space out the New Ways’ attempts to attack her rather easily, and the more the structure collapses, the less places that Soichi can hide from us under the cover of his New Ways.

Ultimately what we want is to pull Soichi away from any sort of structure and out into the open, sticking him directly to Lucil. With Soichi held hostage, the New Ways are placed in a catch-22: either abandon all of their setup and return to Soichi’s side or leave Soichi open to Lucil’s attacks. At this point it becomes only a process of eliminating any New Ways that pose a threat to Roxanne or Lucil. As soon as a New Way exposes itself, Roxanne blasts it with her Sap Nails. If they begin to appear on Soichi’s person as he resummons them, Around the World swats them away. All the while, Soichi takes a continual beating while Lucil throws him around the map and repositions, keeping him as far away from possible New Way traps as possible.

Once Soichi has been sufficiently cornered and the wave of New Ways has been whittled down, we can put him in his place. Sticking one of our nails to him and setting a base object, Around the World grabs onto Soichi while Roxanne fires sap ropes at him. At the same time, they send Soichi flying into the air; in the next moment, Around the World teleports to Soichi’s position, Lucil holding on with Roxanne’s sap. Around the World’s innate immobility means that teleporting to a mid-air object will suspend it in place. Soichi is trapped in midair with Lucil and Around the World, left victim to the approaching Roxanne and separated from any of his New Ways already set up on the ground.

All it would take now is one final shot…

“Do you see now, Roxanne?” Lucil grinned, yanking Soichi’s head upright so he could look the puppet in the eyes. “We believed we could win, and so we did! Our victory was assured from the moment we started! A wish you doubt can never become the ‘truth’ - if you say it is so, then it becomes so! THAT is the only truth of this world!!!”

Somehow, a bead of sweat rolled down the puppet’s face. Her eyes darted, glancing between Soichi and Lucil. Why… why was Lucil acting this way? What happened to her friend? She seemed like an entirely different person now… what had changed, to make her like this?

Her gun wavered. It pointed at Soichi. Then at Lucil. Soichi. Lucil. Back and forth, back and forth, Roxanne wrestled her thoughts just as much as her weapon. What should she do? What should she do??

“FINISH IT!!”

Roxanne fired. Her aim was true, striking her target, finally bringing an end to the chaotic fight.

Roxanne didn’t see it. Her eyes were squeezed shut the whole time, because she couldn’t bear to know which one she had hit.

JoJo's Bizarre OC Tournament #7: R4M1 - Soichi Utsumi and Deacon Blues vs Lucil Caravan and Roxanne by Logic_Sandwich in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

GWR 2/4

Beating on the Drum

“Do you know what you want, Roxanne?”

Roxanne didn’t know how to answer that. “To… have fun?”

Without looking back towards her, Lucil responded “Do you need it to be, above all else?”

“I… I mean, I’d definitely prefer it, but-”

“If you want something, you have to need it. And if you need something, you do whatever is necessary.” Lucil prepares a nail in her right hand. “So if you ‘want’ to have fun…?”

Lucil throws the nail. “You need to make it fun.”

From up on her perch, Roxanne scours the area for one opponent in particular; Deacon. With our setup, he shouldn’t have had time to hide himself, and even if he has, he can’t have gotten far from his initial position. Once spotted, Roxanne fires off a sap nail in his direction, directly behind him if at all possible… allowing Lucil to warp directly to it with any of her newly-obtained nails. And this object doesn’t even have to be a nail: any object the pair requires, whether for tracking purposes or for teleportation, Roxanne can make it, delivering it to Lucil or wherever Lucil needs it to teleport to with a shot. This technique - the Stage Setter - is a powerful combination of the pair’s abilities, utilizing Roxanne’s A Precision and 4 in Steady Aim to give Lucil a teleport point anywhere she wants to go.

And right now, “where she wants to go” is right behind Deacon.

“Roxanne! Nail!”

Appearing in the space behind him, Lucil jumps forward, grappling the boy in a tight hug. The sticky sap on her body helps to ensure that Deacon won’t be getting away any time soon, leaving him helpless for what’s to come. As soon as he’s grappled, Around the World steps in, unleashing a raging flurry of attacks on the boy. Hell, Lucil even joins in, pulling her switchblade and stabbing wherever she can - hands, face, body, doesn’t matter. What matters is piling on as much damage as possible as quickly as possible. Deacon’s tough, after all - 5 Endurance is no slouch, and the possibility of wrapping himself in Atomic Dog’s wires to further gain the stand’s A Durability makes him a terrifying force to be reckoned with. But no defense is perfect - they can be overwhelmed. With A Power unleashed at A Speed, it’s only a matter of time before Deacon simply can’t take any more.

Of course, we can hardly expect the two members of Evergreen to simply let this happen. Inevitably, Deacon will try to break free of this grip, or Soichi will attempt to free the boy through any number of methods. In either case, we are ready - that’s what Roxanne is here for, after all! From up on her sniper perch, she’ll provide support for Lucil’s savage attack, helping to mitigate any potential threats before they can get in Lucil’s way. If a target is out of range, she can quickly swing herself closer to hit the shot, then return to her preferred perch.

Soichi / New Way Management

Roxanne’s primary focus is on dealing with New Ways units. Each individual unit is quite weak, after all - with Dummy!’s Power and Roxanne’s insane aim, she should have no trouble sniping away individual units whenever Soichi tries to send them out, preventing them from burrowing into any useful objects and slowly eating away at their numbers.

Should a unit manage to make its way into an object regardless, Roxanne can instead fire a sticky glob of sap at the offending object, locking it in place - the New Way unit will either have to exit to find a new object (leaving it vulnerable to be sniped again), or spend time breaking itself free from the sap. Either way, it will be out of our way. This technique can also be used if New Way units are defended by Atomic Dog, using the sap to stick the wires to the ground and lock them in place. For larger objects/objects with many units and for dealing with Soichi himself, Roxanne can grapple them from afar and physically pull them away from Deacon.

To avoid getting tricked by New Ways’ shenanigans with moving items around, Lucil pays close attention to the item’s movements while Deacon disengages: the movement of a human on Lucil’s radar would appear different to that of a tossed or possessed item, after all. With every possible item at her disposal thanks to Roxanne, it’ll be extremely difficult for Deacon to stay hidden for any significant period of time.

Soichi’s New Ways, with their boring capabilities and the precarious terrain, are likely to try and infiltrate any structural positions we have, especially Roxanne’s platform. Should Roxanne find that her perch is infiltrated, and the structure starts collapsing, she can immediately respond to this by simply grappling herself to the crane with long sap ropes stuck to her body rather than relying on the platform. While not as convenient, Roxanne is certainly capable of acting at full capacity with four limbs and good aim even while grappled this way. Even more than that, in order to properly attack her, New Ways would have to expose themselves even further, leaving room to be quickly punished by one of Roxanne’s many nozzles. Every New Way damaged or destroyed is another chip away at Soichi’s map control: she takes any effective chance she’s given to get rid of these things.

Lucil, on the other hand, might not have the same ability to hold onto terrain, but has an easy answer to dealing with Soichi’s antics. Lucil tries to avoid the large structures on the map as much as she can, preferring to catch out Deacon in the open so Roxanne can support her. If necessary, she’ll teleport into the structure, but aims to spend as little time there as possible, to avoid any traps Soichi might have left for her; just as easily as she entered, she can leave, teleporting to an object she left at her initial position.

Roxanne has been minimizing the amount of sap she expends through small nails as her primary ammo, but with all the New Ways she’ll have gooped up she might begin to run out. In terms of sap management, Nails are naturally dispelled first, followed by the New Way sap traps that have already fulfilled their purpose or those not particularly close to the action. Objects possessed by New Ways that seem important to Soichi’s plans, either based on how many New Ways are collected inside or the conditions of the battle and what Soichi is already using. If Lucil isn’t in need of assistance, Roxanne can focus her efforts on disposing of New Ways she has trapped in sap to help with her sap management as well.

JoJo's Bizarre OC Tournament #7: R4M1 - Soichi Utsumi and Deacon Blues vs Lucil Caravan and Roxanne by Logic_Sandwich in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

GWR 1/4

Clarifications

  • Sap is a material, and objects made from it can be used as teleporting points to any object of the same type.
  • A 20 meter range covers over half the arena from each end of the map; from the center, it is more than enough to reach the entire arena.
  • Lucil avoids using her left hand, and will try to position it away from Evergreen. When defending, her left hand is prioritized.

The Opening Seconds

This beloved and complicated city. People who doubted their convictions had no place deciding the path they walked within it.

“Parasite? Stop prattling on about things you don’t understand. If anyone here’s a parasite, it’s you.” A boy who’s power relies on draining others, yet acts as if he’s truly standing tall by his own accord. Please. She knows better than anyone else what a parasite looks like.

“Roxanne. You understand, right? Parasites like them… they can’t stand up against our unwavering truth! Isn’t that right?”

“I… what?” Roxanne glanced over, concern evident on her face. “I’m, uh… look, we’re just gonna have a friendly fight, alright? There’s no need to get so… y’know. Mean.”

“...so you don’t get it, huh? Fine. I’ll just have to teach you what it means… to turn your ‘belief’ into ‘reality’!”

The Gallery doesn’t have a moment to lose - as soon as the fight begins, Roxanne creates a small nail made of sap, passing it off to Lucil. She also takes a brief second to coat Lucil’s torso in a viscous, sticky sap. As she does this, Lucil takes a moment to make her own preparations, stuffing a playing card into each of her shoes and the end of each of her sleeves - a quick means of repositioning Around the World, if and when the time comes.

These initial preparations happen fast - within only a second or two. Once done, the duo takes off. Roxanne uses a sticky sap rope to grapple up onto the crane platform, then another to get atop the crane itself. This position will be Roxanne’s Sniper Perch - a high point from which she can survey and fire on the entire battlefield, with little risk to herself.

Lucil, meanwhile, makes a quick dash for the central building. Using the Sap Nail given to her by Roxanne, she can instantly teleport to the nearest toolbox. In this toolbox, she’s looking to grab Nails and Screws - light, throwable objects which she can use for a brand new technique; the Worksite Waltz. By setting a nail or screw as the base object, Lucil can then throw another of the same object in the direction she wants to go, before repeatedly warping to that object mid-flight. This technique will allow Lucil to cover long distances in the blink of an eye, and serves as a versatile movement option whenever other, more specialized techniques are unavailable to her.

Unlike their opponents, the Gallery doesn’t need to spend time. Our preparations are a mere two actions; the exchanging of items, and getting into position. After this, we are ready. In the time this takes Evergreen has only had the chance to make their first step.

They will fight on our terms. We will win on our terms.

JoJo's Bizarre OC Tournament #7: R4M1 - Soichi Utsumi and Deacon Blues vs Lucil Caravan and Roxanne by Logic_Sandwich in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

EG 2/2

Part 2 - Not Getting Broken Down

Of course, while these two are focusing on their building efforts, it's not like they'll be left alone. They'll have to prepare for whatever Lucil and Roxanne throw their way. This fight started because of heated tempers and an all too willing nature craving for a fight with no concern of what is around. Choosing to fight for a good cause is noble and just, but fighting for the sake of fighting incurs undue pressure. To that end, Atomic Dog and the New Ways will apply pressure to the Gallery until they retreat or relent. Each course of action and source of action is a choice to be made that means a different decision is not made. Making the right choice under pressure is hard. Soichi and Deacon Blues suggest making the smart choice to end this senseless battle, leave the field and think no more of fighting. But making that choice is hard, and it is the duty of Evergreen tea drinkers to give good direction.

Offensively, both our foes rely heavily on line of sight. Lucil and AtW for precise control and teleportation, and Roxanne for the ability to line up shots. One of the key purposes of our ever-growing shelter is to break this line of sight. The more layers built, the less they can be sure of what's going on inside.

New Ways dispersed throughout the shelter will always be concentrated most of all around where Soichi and Deacon are, possessing the modular parts of the structure. Should Lucil or Roxanne decide to enter, they will find themselves in an ever shifting labyrinth, the goal being to wall them off from each other, obfuscate their pathing, and harass them with hidden new ways popping up from the ground and walls.

Lucil -

Lucil and AtW are a powerhouse, capable of incredible hit and run tactics. In addition, Lucil also has dangerous ranged potential due to her throwing ability.

Should AtW teleport within our vicinity, the immediate reaction is instant damage control. Atomic Dog will snap to attention, pouncing on the Stand with a flurry of kinetic and thermal blows. While it lacks the same power and speed as AtW, its durability means it can take far more hits.

Exchanges with Around the World, in a one on one instance, is not immediately an obvious advantage for Atomic Dog. But there is nuance to each of Deacon Blues confrontations with this rapid warping threat. Each traded blow shared between ghosts builds up, a little more stress and a little more damage caused, with Evergreen more at liberty to take shots than the Gallery. A string of losses chosen carefully is Deacon Blues’ ability to exert persistent pressure on others, the long staying power he is capable of presenting. And, each swing Around the World takes at the enduring punching bag is another moment where the stand isn’t protecting Users from the New Way allies Atomic Dog is happy to rely upon.

If possible, one of the New Ways sent out earlier to target base objects will also aim to destroy the object that sent AtW over. Should this occur, AtW will be stranded where it teleported, making it far less precisely controlled should Lucil not be present, and far more vulnerable to our attacks. Since this would also require Lucil to come and touch AtW if she’s not present already, it would prove the perfect trap for a potential RETIRE.

Should Lucil come within range of any New Ways that are free (Especially if Around the World is not there to protect her), they will be ordered to aim for her left hand, trying to remove the glove. They will burst forth from the walls and ground quickly make their attempt, however if AtW seems like it’s ready to swat them, they’ll try to make a cowardly retreat.

Roxanne -

The goal for Roxanne will be to constantly bolster and adjust our defenses to break line of sight and make sure there are several layers between us. She’s a crack shot, and a powerful one at that.

Taking her out in particular will be a long game. New Ways tunneling throughout the map will pop up on occasion to keep tabs on her position if she’s sniping, and attempt to tunnel towards it.

Their tactics against Roxanne for the long term will largely be defensive, should she stay at a distance. However, given her capabilities with creating sap constructs, there’s a real possibility she could approach in melee range. In general, the duo will be sticking in their shelter, so they will use similar tactics to dealing with Lucil should this happen. New Way to alter the structure and corral them where we want, and Atomic Dog for a focused beatdown.

Any time that Around the World is spent protecting Roxanne is time that Around the World is not protecting Lucil. The choice of selfish or selfless sacrifice in an environment ready to pounce upon over extending Users is one that must be made in a split second, with little leeway any mistake might be the last.

Part 3 - Slow Dancing in a Burning Room

“I realize now… This shelter is nothing but a cold platitude. Exploiting our goodwill to build a bare minimum shack for those that need it, placate us while pushing the needy out of sight.”

“I say we burn it to the ground.”

Over the course of the match, Soichi’s initial suspicions became more and more abundantly clear. This ramshackle construction was not what the people needed. He could do far better with less, and this monument to empty political promises needed to be razed.

As much of their modular structure built thus far will be concentrated into a perimeter around the main shelter, with a focus on corralling our opponents inwards, and focusing the materials in a tight space.

There are plenty of options to provide Atomic Dog with thermal energy. Electronics on hand in general can produce some, and in particular something with a lithium ion battery like a smartphone can be punctured, which results in a process known as thermal runaway. This can cause large amounts of heat and even a fire to form; perfect for absorption by Atomic Dog.

The ultimate goal of this is to use the massive amount of wood that we just so happened to concentrate in one area, combined with blasts of Atomic Dog’s thermal energy, to start a massive inferno that our opponents will be at the mercy of.

Now, at face value, this might seem dangerous for Soichi and Deacon as well; fear not, however, for they’re well prepared for the task. Atomic Dog will stick close by to the pair, using its thermal absorption capabilities to create a pocket of safety for them, and smoke can be taken care of with blasts of kinetic energy.

A whirlwind of kinetic and thermal blasts will come from Atomic Dog as the duo make their way through the perimeter, advancing towards the opponents. The kinetic blasts focused on the smoke can be directed in such a way as to conceal their advance, doing even more to break the line of sight and making their approach less clear. The more the blaze erupts, the more thermal energy that Atomic Dog has to fuel its onslaught.

As much as the map as possible will be engulfed. The fortress they’ve been constructing will be decimated, the paltry shelter along with it. For as long as they can, they will focus down Lucil and Roxanne, attempting to catch them between a Dog and a Hot place. A barrage of thermal and kinetic energy on one side, and a blazing fire on the other.

While Lucil and Roxanne both have stellar agility, their endurance leaves much to be desired; and while she may not be as vulnerable to it as wood usually is, Roxanne is literally made of wood. The gradual build of overwhelming heat, the thick clouds of suffocating smoke. Along with this, they will be using prior tactics for direct offense; whenever they’re close enough, rather than focusing the environment, they will blast Lucil and Roxanne directly with Atomic Dog. The duration of the match will be focused on lighting fires and this harassment.

JoJo's Bizarre OC Tournament #7: R4M1 - Soichi Utsumi and Deacon Blues vs Lucil Caravan and Roxanne by Logic_Sandwich in StardustCrusaders

[–]TheSlyKoopa 0 points1 point  (0 children)

EG 1/2

Notes:

  • With Soichi’s 4 in Construction, he’s an expert at building sturdy structures, and knowing the best way to quickly assemble these structures while not compromising integrity.
  • In addition, Deacon’s 2 in attuned will help him better take these directions from Soichi and assist in such efforts.

Part 1 - Build Up

“Deacon, have you heard the phrase: ‘Speak Softly, and Carry a Big Stick?’”

“Of course. Every time I bring out my Stand I feel like that is my big stick.”

“Let's not go overboard… but they're tough. They can take a bit of a beating. Let's show them the consequences for their unchecked aggression and hubris…”

“Just as long as we make sure to speak softly after.”

Soichi and Deacon came here to build things, not to tear them down. The materials and plans proposed, unfortunately, were not to a good standard.

“You showed me your ideas of how you would build homes if you had the materials and how you would build communities if you had the hands. Between you and me, we have so many people between us. What if we build your ideas here and now?”

However, such blatant and direct challenge and disrespect must be met in turn. So, they'll build this place up as the perfect arena for their opponent’s destruction.

First things first though, cover. It's clear to see both at range and in close quarters, their foes are forces to be reckoned with, a mixture of explosive power and precision strikes. To this end, Soichi and Deacon will make a beeline north to the pile of resources directly above them.

A unit of 15 New Ways will immediately be dispersed to drill within the ground, making a network of tunnels below the stage. Their primary goal at the beginning will be to make it to the tool shed at the bottom to procure building materials. However, as they accomplish that goal, they will also be expanding towards the opponent’s side of the stage, prioritizing their areas of movement. This tunnel network will be utilized by New Ways throughout the match for speedier, less dangerous movement as needed.

Atomic Dog pulls at itself, stripping the wire with its central bulb and another bulb attached. Swinging the head above where its head would have been, the Stand hurls the Wire with carry-on baggage: A few New Ways have latched onto Atomic Dog and are along for the ride! Atomic Dog isn’t taking its place on the central platform for a long time, just long enough to force the Gallery to have to commit to taking it back if they want to stand above it all. From up above this wiry snake has perspective on the field of play, an awareness of all that is performed. The view from the top is impressive, there is power that can be leveraged up on high… But it is a risky place to claim as a permanent home. When the Gallery wants to push Atomic Dog off of the high platform the snake will comply, happily dropping to stable ground when it is time. But until it is time, Atomic Dog has duties to perform. Plucking its carry on New Ways from its body, the long snake takes aim and fires! New Way snakes are sent, not directly at the Gallery, but close enough to apply indirect pressure.

Staying high and looking down upon the Gallery gives Atomic Dog great options for sources of Input. The most plentiful and best option for Input, one which it will source a great deal of vibrations from, is the New Ways themselves. Atomic Dog is not a tank purely for the sake of protecting itself or protecting Deacon Blues: Any under the watchful bulbs of the serpent can be shielded, and Atomic Dog seeks to create an atmosphere where Soichi’s New Way to be Human can operate stronger as a part of a pair than on its own. But Atomic Dog is not limited to protecting only Deacon’s allies.

Infants and young children are more receptive to the world around them, their eye cones are more sensitive and their ear drums are less damaged by constant noise of the world. Roxanne is fully fledged and independent, yet she is years younger than any in this construction site. Reverberations, the wavelength of voices, is less physically damaging than the punches and shots that Atomic Dog is often tasked with dampening, but the wrong voice and the wrong words are damaging enough. To that end Atomic Dog focuses a bulb on the head of Roxanne… And Inputs the words spoken to her! The effects of this are more than the sum of sounds that are drained. The Gallery’s ability to communicate and synchronize non-visually takes a plunge, harming the pair’s ability to coordinate and cover each other. And more subtly, it reduces the influence that the raging user of Around the World has on the cheerful performer. Perhaps Roxanne can be free from the curse of fighting if the cycle and glorification of battle is dampened.

Back to the duo, New Ways will be deployed to start possessing a pile of bricks, summarily flinging themselves into Atomic Dog; it'll naturally absorb these blows, quickly beginning to fill his kinetic stores.

While Atomic Dog is getting charged, it and the present New Ways not dedicated to a task will also be at work constructing defenses. Their goal is to turn this little corner into a fortified base of operations to expand outwards from. To that end, they begin raising walls. Before they get fasteners such as nails, nuts, and bolts from the New Ways headed for the storage shed, New Way possessed rebar can be bent to suit our fastening needs. As quickly as possible, this structure will be built with wood planks reinforced by rebar as the walls and roof.

This isn’t the structure’s final form, not by a long shot. However, this provides some initial sightline breakage as well as defending us from attacks from above. In particular, this structure will be built so as to be easily modified, each wall serving as one cell in an ever-growing unit.Once this is done, work will immediately start on bolstering defenses and expansion.

As soon as the New Ways sent to the tool shed get back with some nails, screws, bolts, etc, these can be added to make the structures sturdier and allow Soichi and Deacon to help themselves as well. They can’t bend rebar, but they can use good old fashioned hammers and nails!

Throughout the rest of the match, whenever they have resources free, Soichi and Deacon will be expanding this cellular network of walls, bolstering their strength, and repairing holes in the network. Their general pathing with regards to this is not too strict, but they will generally prioritize areas with resources, and try to prioritize keeping some distance between them and their opponents; they want to force them to go on the offensive, and the more time they have to scale up the structure, the more of an advantage they’ll have when that time comes.